COMPANY HISTORY |
page updated April 1, 2002
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The
endeavor that currently goes by the name LEARNING
SITES
actually has its roots in the late 1980s when project founder the late
Bill
Riseman began to realize that there were more uses for his computer-aided
design (CAD) program (called
DataCAD,
with its accompanying simple shading program called Velocity) than making
the process of designing buildings more efficient. He began to apply
his proficiency with the software to the problems of archaeology, working
closely with Dr. Timothy Kendall and Dr. Peter Der Manuelian, then assistant
curators in the Department of Egyptian, Nubian, and Near Eastern Art, at
the Museum of Fine Arts, Boston.
Riseman slowly started expanding the envelope of what was considered possible with fairly simple, by today's standards, CAD tools and rendering software, creating stunning graphics and inventing new applications for the tools to broaden our understanding and appreciation of the past. From research to presentation graphics, Riseman used these 'new' tools for reconstructing Egyptian hieroglyphics faster and with greater accuracy than previously thought possible and for digitally re-placing entire buildings onto their original topographic locations. His results were dazzling; and some of his activities even led to changes in the software code to accommodate his achievements. He was a true pioneer, innovator, and visionary in the application of CAD technology and a master of integrating and melding software and hardware. Independently, archaeologist Donald H. Sanders had been pursuing alternative methods of analyzing ancient built environments and seeking the means to express graphically the kinds of interpretations he was developing. From his teaching experience he understood how frustrating it can be to try to explain the nuances of an archaeological site to a group of undergraduates using only traditional visual aids--plans, section drawings, and site photographs. To the untrained eye, ancient sites look like piles of rocks; even to the expert, section drawings of an unfamiliar structure are often difficult to decipher. There had to be a better way of engaging students, of arousing excitement about the past, and of making them truly understand the ancient world from new points of view. Sanders met Riseman at a trade show in Boston in 1992. Each immediately realized the benefits of the other's expertise. Subsequent to that chance meeting a close working relationship emerged and the original goals each had set merged and broadened as they explored what were then merely distant buzz words: virtual reality, hypertext, and multimedia. However, several ideas quickly coalesced, including trying to revolutionize public education and scholarly research, and digitally preserving archaeological data that is languishing and actually deteriorating in existing archives. Among our fundamental concerns was the on-going destruction and loss of cultural patrimony taking place both in materials housed in collections and in those remaining at archaeological sites around the world. The following three different circumstances exemplify the impetus behind our initial experimentation:Thus, what we are witnessing is not only the deterioration of the actual antiquities themselves, but also of the only surviving original visual records of those monuments. Sites once accessible to scholars and the visiting public are rapidly disappearing and, as photographic emulsion peels off old glass plates at an alarming rate, documentation of these places is disappearing as well. From these initial realizations grew the ideas of applying CAD (and associated graphics) programs to attacking this situation while at the same time using the digitized data for the collection, analysis, and publication of the ancient sites and then using that data as the foundation for educational materials. A number of demonstration and research projects followed using data supplied to Riseman by the Museum of Fine Arts. The CAD models of the sites remained the foundation of his work, which included the process of re-creating the ancient buildings and sites, the process of visualizing ancient built environments, and the process of building a multilayer, multimedia experience. |
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